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Great news - i love the original WQ version and even wrote some new quest scenarios for it that proved popular.

So i will definately jump in on this one too as i do like Terrinoth and hopefully they may even improve the game a little too. Certainly we can expect more future content or themed sets this time around which will be a real plus.

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Why's this a bad thing when it's bringing a game type into one of their game 'worlds' that 'world' currently lacks AND updating a game FFG had axed until now, this is a good thing. More out of print FFG games getting a remake would also be a good thing.

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choosing from twelve distinct and powerful heroes, split between four archetypes—healer, warrior, mage, and scout. These archetypes are further diversified into different classes that your heroes can pursue as your power grows.

Looks like they are taking the Descent character build model and using it with Warhammer Quest. I'll consider that a refinement. It already has more than WHQ out of the box. This is one of the things I like about Descent that I don't about Imperial Assault is the character builds being set in stone and allows for more variability.

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Wow! They actually did it! I was hoping for this product from the day WQACG was announced.

I hope there are changes, though. The original game was too hard for me. I hope that by having 8 quests in the box, they can increase difficultt more slowly as you progress through the campaign.

I also didn't like that the game really became more of a puzzle than a sword-swinging adventure, but I don't think you can change that without changing the core mechanics, which it looks like they haven't done.

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This is really great news. I wasn't a Warhammer consumer at the time this came out (have since picked up and really enjoy Warhammer Underworlds: Shadespire) so the setting didn't mean much to me but I absolutely loved the game system and was sad to hear it was done. I swore there were rumors this would come back at some point but I assumed it would be as yet another Star Wars revision... soooo happy to see it's going to be in the Terrinoth world.

I wonder how collectible the original game, plus the two expansion characters will be once this new version releases?

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I also didn't like that the game really became more of a puzzle than a sword-swinging adventure, but I don't think you can change that without changing the core mechanics, which it looks like they haven't done.

As I understand it, the Arkham Horror LCG is a character & narrative coop game, where the LotR LCG is a puzzle that requires deck tweaking to solve.

1 minute ago, Daverman said:

I wonder how collectible the original game, plus the two expansion characters will be once this new version releases?

Well, the Warhammer Fantasy community is the specific market to seek for that. The core was pretty well supplied, but the 2 characters were hard to get. That's your selling point. You might be able to get the same amount for the 2 characters as you would for the 2 characters + the core.

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Why's this a bad thing when it's bringing a game type into one of their game 'worlds' that 'world' currently lacks AND updating a game FFG had axed until now, this is a good thing. More out of print FFG games getting a remake would also be a good thing.

Descent is also a dungeon crawling/questing game with co-operative elements. The first adventures are even the same across the two games.

I'd just like a little more originality from FFG. I will say I'm glad this is one of their own IPs and not Star Wars. I'm also glad they're taking from one of their own games and not something they were publishing for someone else.

2. Will we be able to play with more characters from the same class?! (Or for this you will need more "core" sets to buy?!)

Again, this is not an LCG. There is no "core" set.

That said, it's certainly possible (and likely, since if the game is as similar to WH:ACG as it appears you wouldn't want two characters of the same class) you're only allowed to have one character of each of the 4 archtypes, which would set a hard limit of 4 players.

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The thing the original game was based off of (Warhammer Quest) was a 4 hero player game. They designed the original game (Warhammer Quest: The Card Game) with that in mind.

As you play, you have 4 action cards you can use. You exhaust the card when you take that action. You have 1 action card that refreshes all of your cards. Which one is different for each of the classes. The whole (original) game was based on the limitations of 4 players. It works really well, so it was probably an "if it's not broken," reasoning on leaving it at 4.

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As I understand it, the Arkham Horror LCG is a character & narrative coop game, where the LotR LCG is a puzzle that requires deck tweaking to solve.

I haven't played Arkham Horror LCG, but I've played the other two. LotR LCG is more puzzlezlike in deck-building, as you surmised, but WQ:TACG always felt like a puzzle in execution. You have all these enemies out and limited arrays of actions, so you really had to plan out the actions of the whole party about a turn ahead. I've always had trouble doing this, especially in regard to the first player changing. Sometimes you would have it all planned out, but when the first player changes, your plans don't work like you thought.

It's a fun system and I will most likely pick up this version, but sometimes I feel that the game play is not a good match for the theme. In a combat-oriented game, you expect to make split-second decisions as your heroes fight off their assailants. However, action grinds to a hault as you agonize over whether you will rest or attack. I'm sure there must be a theme out there that fits better than questing and adventuring, but I'm not sure what it would be.

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FFG has set a lot of their games at 4 players. Merchant of Venus, for instance, dropped from the original 6 players in the Avalon Hill version down to 4. And this game definitely falls into the beer-and-pretzels category, so four is appropriate. If nothing else, it cuts down on downtime.

Many of the games are designed/balanced for the players to have 4 players worth of hit points/actions. I know Imperial assault increases the hit points and activations for each player at less than 4 players, and I think the original WH version of this at least increases hit points (been awhile since I've pulled it out).

I do hope to see characters with similar playstyles to the WH version, especially the Witchhunter. I thought making actions more powerful based on how many of your actions were exhausted made for some interesting strageties.

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'Twas only a matter of time. Honestly expected it already at the point in time they released Legacy of Dragonholt (instead). Anyway, this will certainly see play with my nieces, so I'm looking forward to the German release (whenever).

Not without more effort than it's worth. The cards have different artwork, some of the rules got tweaked (including removing the gear pile), there's a much wider variety of heroes and what they can do (there are four archetypes, similar to WHQ's four heroes, but each archetype has three different characters that can fit that archetype, and two different upgrade paths they can take).

In short, you could probably cobble something together, but the effort isn't going to be worth the payoff. And it probably won't be compatible with the expansions everyone is anticipating. The new game should already have everything the old one did (quests, monsters, locations, etc), except for anything that got dropped from the game.

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More Runebound scenarios and map expansion at least and minimum a Large and Small Box expansion (with plenty of search cards).. plus a M&H Expansion and the 5 new lieutenant packs and Hardback "The Shadow Rune", "Heirs of Blood", "Shadow or Nerrekhall", "Labyrinth of Ruin", "Taint of the Mistlands " (MoB & CtR) and the new big box hardback. All 4 remaining mini campaigns in one final hardback with all Final hardbacks contaning modular rules for all expansions.

Then... our commmunities will be happy and I will buy Heroes of Terrinoth. But only then ☹